Diablo® III

D3 Expansion Class: Necromancer (My version)

So I was reading another thread about adding a necromancer as a potential expansion class and it looked so fun I decided to create my own.

Main Attribute: Intelligence
Resource: The necromancer draws on a special resource called, "Life Force." The resource pool of the necromancer will not naturally recharge and have a maximum resource pool of 300 Life Force points.

1. Primary - Primary skills generate Life Force.

A. Bone Scepter - Starting ability / Life Force Cost: 0 / Cooldown: 0

Summons a magical scepter made of bones that strikes your enemies once before crumbling. The scepter deals 135% weapon damage as physical per hit, adds .10 attacks per second, and restores 15.00 points of Life Force per hit.

  • Bone Arrow (Unlocked at Lvl 6) - Splits the scepter into 3 smaller arrow like fragments that are projected quickly towards your enemies. Each arrow deals 33% weapon damage as physical, has a 100% chance to pierce through your target, slows the movement speed of each target it hits by 5%, and restores 5.00 points of Life Force per target hit.
  • Bone Grenade (Unlocked at Lvl 13) - The scepter crumbles and the resulting bone dust gathers into a bone grenade that is thrown towards your enemies. The grenade deals 120% weapon damage as physical to all enemies within 6 yards of the impact site, has a 5% chance to blind those that were damaged, and restores 3.75 point of Life Force per target hit.
  • Bone Spear (Unlocked at Lvl 31) - Summons a magical spear made of bones that is projected moderately quickly towards your enemies. The spear deals 105% weapon damage physical, has a 50% chance to pierce through your target, and restores 10.00 points of Life Force per target hit.
  • Giant Bone Scepter (Unlocked at Lvl 42) - Summons a massive magical scepter made of bones that strikes your enemies once before crumbling. The massive scepter deals 155% weapon damage as physical in an arc, adds -.10 attacks per second, and restores 12.00 points of Life Force per target hit.
  • Bone Spirit (Unlocked at Lvl 52) - Summons a magical spirit made of bones that is projected slowly towards your enemies. The spirit deals 135% weapon damage as physical, has a 10% chance to fear your target, and restores 12.00 points of Life Force per hit.
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    B. Poison Weapon - Unlocked at Lvl 3 / Life Force Cost: 0 / Cooldown: 0

    Imbues your weapon with poison. Adds 35% weapon damage as poison per hit, in addition to each strike dealing 100% weapon damage as physical. Each strike by a poison imbued weapon restores 12.00 points of Life Force per hit.

  • Deadly Toxin (Unlocked at Lvl 9) - Imbues your weapon with a deadly toxin. The deadly toxin deals 155% weapon damage as poison, has a 20% chance to stun the effected enemy for .5 seconds, and restores 12.00 points of Life Force per hit.
  • Poison Bomb (Unlocked at Lvl 18) - Lob a poison bomb at a group of enemies. The bomb explodes dealing 110% weapon damage as poison to all enemies within 12 yards of the point of impact and restores 3.00 points of Life Force per enemy hit.
  • Poison Burst (Unlocked at Lvl 33) - Unleashes a explosion of poison. The explosion deals 135% weapon damage as poison to all enemies with 12 yards and restore 3.00 points of Life Force per enemy hit.
  • Slow Toxin (Unlocked at Lvl 47) - Imbues your weapon with a slowing toxin. Deals 135% weapon damage as poison, slows affected enemy movement speed by 60%, and restores 12.00 points of Life Force per hit.
  • Poison Nova (Unlocked at Lvl 54) - Unleashes an expanding circle of 8 toxic bolts. Each bolt deals 100% weapon damage as poison, an additional 20% weapon damage as poison over 2 seconds, and restores 1.50 points of Life Force.
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    C. Corruption - Unlocked at Lvl 11 / Life Force Cost: 0 / Cooldown: 0

    Corrupts a single enemy. Corrupted enemies take 100% weapon damage per second for 4 seconds and return 3.00 Life Force points per second. Only three enemies may be corrupted simultaenously.

  • Strong Corruption (Unlocked at LVl 17) - If a corrupted enemy dies, then your Life Force resource pool is restored by 50 Life Force points.
  • Contagion (Unlocked at Lvl 26) - Upon corrupting an enemy, the corruption spreads to two additional enemies.
  • Gloat (Unlocked at Lvl 36) - Every time corruption hits critically, the necromancers cooldowns are reduced by 1 second.
  • No Mercy (Unlocked at Lvl 51) - Against corrupted enemies, critical hits are increased by 2% and critical hit damage is increased by 20%.
  • Panic (Unlocked at Lvl 57) - Each time a corrupted enemy takes damage, there is a 10% chance that that enemy will flee in fear.
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    D. Animate Bone Construct - Unlocked at Lvl 15 / Life Force Cost: 0 / Cooldown: 45 seconds

    Animates a bone construct. The bone construct hits for 110% weapon damage as physical per hit, and returns 5.00 Life Force points per hit.

  • Cleaving Construct (Unlocked at Lvl 24) - The construct cleaves enemies for 110% weapon damage as physical per hit, and returns 5.00 Life Force points per enemy hit.
  • Mighty Construct (Unlocks at Lvl 32) - The construct unleashes a mighty swing at your enemies dealing 135% weapon damage as physical and returns 10.00 Life Force points per enemy hit.
  • Leeching Construct (Unlocked at Lvl 40) - Additionally the construct returns 3% of it's damage dealt to you as life.
  • Lingering Cadaver (Unlocked at Lvl 48) - When the construct dies, it leaves behind a cadaver than may be used to resummon another construct instantly.
  • Construct Mage (Unlocked at Lvl 60) - Summons a construct mage that attacks your enemies from afar with bone spirits. Each bone spirit deals 110% weapon damage as physical and returns 5.00 Life Force points per hit.
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    2. Secondary

    A. Corpse Explosion - Unlocked at Lvl 2 / Life Force Cost: 15 / Cooldown: 0 seconds

    Explodes a corpse dealing 220% weapon damage as physical to all enemies within 8 yards of the corpse.

  • Delayed Explosion (Unlocked at Lvl 7) - Delays the corpse explosion for 3 seconds. However, the corpse now explodes for 660% weapon damage as physical to all enemies within 8 yards of the corpse.
  • Greater Explosion (Unlocked at Lvl 15) - Increases the blast radius to 16 yards.
  • Chain Reaction (Unlocked at Lvl 28) - If an enemy is killed by corpse explosion, then it's body with explode dealing 220% weapon damage as physical to all enemies within 8 yards of it's corpse.
  • Poison Explosion (Unlocked at Lvl 38) - Corpses explode with poison dealing 180% weapon damage as poison as well as an additional 100% weapon damage as poison over 3 seconds.
  • Worms (Unlocked at Lvl 53) - Corpses explode with 3 worms. Each worm deals 40% weapon damage as poison per hit and lasts for 4 seconds.
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    B. Death Bloom - Unlocked at Lvl 5 / Life Force Cost: 2 per second / Cooldown: 0 seconds

    Channels and concentrates life force over an area. Enemies in the area of effect have their movement speed reduced by 40% and take 40% weapon damage per second.

  • Anabolic Decay (Unlocked at Lvl 11) - Additionally, effected enemies attack speed is decreased by 2% per second.
  • Sitting Ducks (Unlocked at Lvl 20) - While enemies remain in the area of effect, the chance that they will be critically hit is increased by 2% per second.
  • Life Leech (Unlocked at Lvl 32) - Additionally, effected enemies lose .125% of their maximum health per second and that life is returned to you, your skeletons, and your summons.
  • Greater Blossom (Unlocked at Lvl 45) - Increases the movement speed reduction to 60% and damage taken to 100%.
  • Decay (Unlocked at Lvl 54) - Enemies lose no movement speed, but take 150% weapon damage per second while in the area of effect.
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    Exhume Corse - Unlocked at Lvl 12 / Life Force Cost: 0 / Cooldown: 12 seconds

    Lays a corpse on the ground. The corpse rots after 30 seconds.

  • Killing Season (Unlocked at Lvl 18) - Lays three corpses on the ground. The corpses rot after 30 seconds.
  • Recycle (Unlocked at Lvl 25) - If the exhumed corpse is used to create a skeleton warrior, archer, or mage, then the Life Force cost of the respective necromancy spell is reduced by 50% and the cooldown is reset.
  • Vile Fumes (Unlocked at Lvl 35) - After 5 seconds, the corpse fumes become vile and toxic. Monsters within 5 yards of the corpse take 100% poison damage per second. The fumes last 10 seconds.
  • Volatile Corpse (Unlocked at Lvl 49) - If the exhumed corpse is used for a corpse explosion, then the corpse explosion damage is increased by an additional 220% weapon damage as physical and increases the blast radius by 4 yards. However, the corpse rots after 1 seconds.
  • Reanimate (Unlocked at Lvl 57) - Whenever a skeleton dies, it is automatically reanimated at the location of the exhumed corpse at no Life Force cost and does not trigger cooldown. The corpse lasts 30 seconds and as long as the corpse hasn't rotted, it will continue to reanimate fallen skeletons.
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    3. Necromancy

    A. Summon Skeleton Warrior - Unlocked at Lvl 4 / Life Force Cost: 25 / Cooldown: 10 seconds

    Summon a durable skeleton warrior from the corpse of a fallen enemy. The skeleton warrior wields a sword and deals 5% weapon damage as physical per hit. You may summon up to 5 skeleton warriors simultaneously. The maximum number of summoned skeletons can be increased through runes/passives/class specific items and item affixes.

  • Skeleton Warrior Mastery (Unlocked at Lvl 12) - Increases the maximum number of skeleton warriors that can be summoned simultaneously to 12.
  • Summon Skeleton Cleaver (Unlocked at Lvl 18) - Summons a more durable and more powerful skeleton cleaver from the corpse of a fallen enemy. The skeleton cleaver wields a giant two handed axe. It deals 15% weapon damage as physical per hit in an arc. Every fifth attack, the skeleton cleaver unleashes a slow but massive strike that deals 50% weapon damage as physical. You may summon up to 3 skeleton cleavers simultaneously.
  • Summon Skeleton War Caller (Unlocked at Lvl 28) - Summons a durable skeleton war caller from the corpse of a fallen enemy. Each skeleton war caller deals 5% weapon damage as physical per hit and increases your damage by 10% and your summons damage by 100%. You may only summon one skeleton war caller at a time.
  • Summon Shield Bearer (Unlocked at Lvl 41) - Summons a very durable skeleton shield bearer from the corpse of a fallen enemy. The skeleton shield bearer wields a sword and a shield. It deals 2% weapon damage as physical per hit and has an 75% chance to block all incoming damage. You may summon up to 5 skeleton shield bearers simultaneously.
  • Summon Massive Skeleton Warrior (Unlocked at Lvl 51) - Summons a massive skeleton warrior from the corpse of a fallen enemy. The massive skeleton warrior wields a giant sword and deals 175% weapon damage as physical per hit. After 15 seconds, the life force leaves the giant skeleton warrior and it crumbles and must be resummoned. You may summon only 1 giant skeleton warrior at a time.
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    B. Summon Skeleton Archer - Unlocked at Lvl 8 / Life Force Cost: 25 / Cooldown: 10 seconds

    Summons a skeleton archer from the corpse of a fallen enemy. Each skeleton archer wields a bow and quiver and deals 9% weapon damage as physical per hit. You may summon up to 5 skeleton archers simultaneously. The maximum number of summoned skeletons can be increased through runes/passives/class specific items and item affixes.

  • Summon Fire Archer (Unlocked at Lvl 14) - Summons a fire archer from the corpse of a fallen enemy. Each fire archer deals 9% weapon damage as physical per hit and deals an additional 9% weapon damage as fire per hit. You may summon up to 3 fire archers simultaneously.
  • Summon Longbow Archer (Unlocked at Lvl 20) - Summons a longbow archer from the corpse of a fallen enemy. Each longbow archer has longer range but a slower attack. It deals 11% weapon damage as physical per hit, and has a 5% chance on attack to deal 2500% weapon damage. You may summon up to 3 longbow archers simultaneously.
  • Summon Frost Archer (Unlocked at Lvl 32) - Summons a frost archer from the corpse of a fallen enemy. Each frost archer deals 9% weapon damage per hit, deals an additional 2% weapon damage as cold per hit, and slows the targets movement speed by 40%. You may summon up to 5 frost archers simultaneously.
  • Summon Bolt Caster (Unlocked at Lvl 44) - Summons a bolt caster from the corpse of a fallen enemy. Each bolt caster wields a crossbow and deals 9% weapon damage as physical per hit and increases your critical hit chance by 3%. You may have summon up to 3 bolt casters simultaneously.
  • Skeleton Archer Mastery (Unlocked at Lvl 52) - Increases the maximum number of Skeleton Archers that can be summoned simultaneously to 12. Furthermore, if this rune is selected, then there is a 30% chance to summon a fire archer, a 30% chance to summon a longbow archer, a 30% chance to summon a frost archer, and a 10% chance to summon a bolt caster upon summoning a skeleton archer from the corpse of a fallen enemy.
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    C. Summon Skeleton Mage - Unlocked at Lvl 16 - Life Force Cost: 30 - Cooldown: 10 seconds

    Summons a skeleton mage from the corpse of a fallen enemy. Each skeleton mage deals 15% weapon damage as lightning per hit. You may summon up to 3 skeleton mages simultaneously. The maximum number of summoned skeletons can be increased through runes/passives/class specific items and item affixes.

  • Skeleton Mage Mastery (Unlocked at Lvl 23) - Increases the maximum number of skeleton mages that can be summoned simultaneously to 7.
  • Hymn to Trang Oul (Unlocked at Lvl 29) - This rune does not change the skill Summon Skeleton Mage, but it reduces the cooldown of all necromancy skills by 9 seconds and reduces their mana cost by 75%.
  • Summon Skeleton Priest (Unlocked at Lvl 39) - Summons a skeleton priest from the corpse of a fallen enemy. Each skeleton priest deals 15% weapon damage as holy per hit and periodically heals you and your summons for 5064 - 12415 hit points. You may only summon one skeleton priest at a time.
  • Summon Skeleton Fortifier (Unlocked at Lvl 47) - Summons a skeleton fortifier from the corpse of a fallen enemy. Each skeleton fortifier deals 15% weapon damage as lightning per hit, and for each summoned skeleton, your armor is increased by 100 and your resistance to all classes is increased by 10.
  • Summon Skeleton Haste Maker (Unlocked at Lvl 54) - Summons a skeleton haste maker from the corpse of a fallen enemy. Each skeleton haste maker deals 15% weapon damage as lightning and increases you and your summons attack speed by 25%. You may only summon one skeleton haste maker at a time.
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    4. Defensive

    A. Bone Armor - Unlocked at Lvl 9 - Life Force Cost: 50 - Cooldown: 15 seconds

    Surround yourself in an orbiting shield of bones for 45 seconds. While the bone shield is active, your armor is increased by 15% of your intelligence.

  • Bone Spikes (Unlocked at Lvl 15) - In addition to increasing your armor, the orbiting bone armor deals 20% of your weapon damage as physical to melee attackers.
  • Healing Bone Dust (Unlocked at Lvl 24) - In addition to increasing your armor, the orbiting bone shield heals you for 2% of your maximum life per second.
  • Greater Bone Armor (Unlocked at Lvl 32) - Increases your armor by 25% of your intelligence.
  • Recycled Bones (Unlocked at Lvl 41) - Removes the resource cost of Bone Armor, however, Bone Armor can only be summoned by sacrificing a summoned skeleton.
  • Bone Shield (Unlocked at Lvl 49) - The orbiting shield of bones forms into a hardened bone shield. The shield has a 15% chance to block 4792 - 5014 incoming damage, however, it no longer increases your armor by 15% of your intelligence.
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    B. Bone Wall - Unlocked at Lvl 13 / Life Force Cost: 10 / Cooldown: 5 seconds

    Summons an unpassible wall of bone in front of the necromancer. The bone wall extends 4 yards straight out in each direction from the point of where it is summoned (8 yards total) and lasts 5 seconds.

  • Greater Bone Wall (Unlocked at Lvl 19) - The bone wall extends an additional 4 yards straight out in each direction from the point of where it is summoned (16 yards total) and lasts 5 seconds.
  • Overload (Unlocked at Lvl 24) - The bone wall is overloaded with life force. If this rune is selected, then the bone wall is summoned 4 yards straight out in each direction from the point of where it is summoned, however, summoning the bone wall drains your Life Force pool to 0 life force points and after 5 seconds, the bone wall explodes dealing 450% damage as physical to all enemies within 5 yards of the bone wall.
  • Greater Bone Construct (Unlocked at Lvl 36) - The bones instead form into a giant bone construct. The bone construct deals 0% weapon damage (yes, zero) in an arc as physical per hit and has a 100% chance to knockback each enemy struck. The bone construct lasts 5 seconds.
  • Line of Bone Shards (Unlocked at Lvl 41) - The bones instead form into a line of bone shards. The line extends 4 yards straight out in each direction from the point of where it is summoned. Monsters may cross over the line of bone shards but while crossing over it their movement speed is decreased by 80% and their damage taken from summoned skeletons and golems is increased by 100%. The line of bone shards lasts 5 seconds.
  • Bone Shell (Unlocked at Lvl 52) - The bones instead form into a shell surrounding all necromancer for 5 seconds absorbing all damage dealt to the necromancer. While the necromancer is encased in the bone shell, he cannot move, attack, nor cast spells.
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    C. Bone Prison - Unlocked at Lvl 22/ Life Force Cost: 10 / Cooldown: 5 seconds

    Summons a circular prison made of bones with a diameter of 5 yards enclosing everything around the point of summon. The bone prison collapses 4 seconds.

  • Detonate (Unlocked at Lvl 26) - When the collapses, it explodes dealing 150% weapon damage to all enemies units enclosed within.
  • Sturdy Prison (Unlocked at Lvl 34) - Increases the duration of the prison to 7 seconds.
  • Imbue with Life Force (Unlocked at Lvl 43) - Imbues the bone prison with life force. The walls the make up the prison now have last forever, but can be destroyed by enemies.
  • Expand (Unlocked at Lvl 46) - Summons a larger circular prison with a diameter of 15 yards.
  • Escape Route (Unlocked at Lvl 56) - Summons a 5 by 7 yard rectangular prison with one side missing. The missing side will always face away from the necromancer.
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    5. Curses

    A. Amplify Damage - Unlocked at Lvl 14 / Life Force Cost: 5 / Cooldown: 0 seconds

    Curses a group of enemies increasing their damage taken by 15%. This curse effects all enemies within 12 yards of the necromancer and lasts for 5 seconds.

  • Weaken (Unlocked at Lvl 21) - Weakens all effected enemies by reducing their damage by 30%, in addition to increasing the damage an enemy receives by 15%.
  • Greater Amplify Damage (Unlocked at Lvl 27) - Increases the area of effect to 48 yards of the necromancer and the duration to 15 seconds.
  • Delirium (Unlocked at Lvl 33) - Instead of increasing damage taken by enemy monsters, all skeletons and summons damage is increased by 100%.
  • Attract (Unlocked at Lvl 42) - When amplify damage is cast, there is a 33% chance that an effected enemy will begin attacking other enemy monsters.
  • Enhanced Amplify Damage (Unlocked at Lvl 54) - Increases the damage taken by effected monsters to 30%.
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    B. Life Tap - Unlocked at Lvl 17 / Life Force Cost: 8 / Cooldown: 15 seconds.

    Drains the life from all enemies within 12 yards of the necromancer. Each enemy effected by this curse is dealt 10840 damage as physical and heals the necromancer for 1004 hit points.

  • Replenish: Skeletons (Unlocked at Lvl 23) - Each effected enemy takes 10840 damage as physical and heals the necromancer's skeletons for 10840 hit points instead of the necromancer.
  • Life Well (Unlocked at Lvl 32) - Each effected enemy takes 10840 damage as physical and returns 12.00 points of Life Force to the enemy instead of healing the necromancer
  • Replenish: Summons (Unlocked at Lvl 37) - Each effected enemy takes 10840 damage as physical and heals the necromancer's summons for 10840 hit points instead of the necromancer.
  • Fortitude (Unlocked at Lvl 44) - Each effected enemy takes 10840 damage as physical and increases the necromancer's armor by 50% instead of healing the necromancer.
  • Greater Life Tap (Unlocked at Lvl 59) - Each effected enemy takes 10840 damage as physical and heals the necromancer for 8040 hit points.
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    C. Iron Maiden - Unlocked at Lvl 22 / Life Force Cost: 20 / Cooldown: 0 seconds

    When Iron Maiden is cast, 20% of the physical melee damage inflicted by enemies within 12 yards of the necromancer reflects back to themselves.

  • Greater Iron Maiden (Unlocked at Lvl 26) - Increases the area of effect to 24 yards.
  • Absorbtion (Unlocked at Lvl 30) - Instead, 20% of the physical melee damage inflicted by effected enemies heals your skeletons and summons.
  • Reflection: Physical (Unlocked at Lvl 39) - Instead, 20% of the physical ranged damage inflicted by effected enemies reflects back to themselves
  • Unforgiving (Unlocked at Lvl 46) = Increases the reflected damage to 40%.
  • Reflection: Elemental (Unlocked at Lvl 55) - Instead, 20% of the elemental damage inflicted by effected enemies reflects back to themselves.
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    D. Decrepify - Unlocked at Lvl 28 / Life Force Cost: 20 / Cooldown: 0 seconds

    Lowers the movement speed by 60% and attack speed by 25% of all enemies within 12 yards of the necromancer.

  • Terror (Unlocked at Lvl 32) In addition to slowing the movement and attack speed, effected enemies have a 50% chance to be stunned for 1.5 seconds when Decrepfiy is cast.
  • Inverse (Unlocked at Lvl 35) - Instead, increases you and your summons movement speed by 25% and attack speed by 15% so long as an enemy is within 12 yards of the necromancer when Decrepify is cast.
  • Cripple (Unlocked at Lvl 41) - Lowers the movement speed of effected enemies by an additional 20%.
  • Anabolic Curse (Unlocked at Lvl 49) Lowers the attack speed of effected enemies by an additional 10%.
  • Enhanced Decrepify (Unlocked at Lvl 60) - Increases the area of effect to 24 yards.
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    6. Summoning

    A. Summon Golem - Unlocked at Lvl 19 / Life Force Cost: 75 / Cooldown: 60 seconds

    Summons a clay golem to fight for the necromancer. The clay golem deals 100% weapon damage as physical per hit.

  • Summon Bone Golem (Unlocked at Lvl 24) - Summons a bone golem. The bone golem deals 100% weapon damage as physical per hit and periodically rends all enemies within 5 yards of the bone golem dealing 250% weapon damage over 5 seconds.
  • Summon Blood Golem (Unlocked at Lvl 29) - Summons a blood golem. The blood golem deals 100% weapon damage as physical per hit and naturally returns 6% of its damage dealt as life to itself and you (3% each). Moreover, damage dealt to you and shared between you and your blood golem. Likewise, damage dealt to your blood golem is shared between your blood golem and yourself.
  • Summon Rock Golem (Unlocked at Lvl 39) - Summons a rock golem. The rock golem deals 100% weapon damage as physical per hit. It also periodically slams the ground dealing 145% weapon damage as physical to all enemies within 5 yards of the rock golem in additional to reducing the movement speed of all damaged enemies by 60%.
  • Summon Spiked Golem (Unlocked at Lvl 48) - Summons an iron golem. The iron golem deals 100% weapon damage as physical per hit and deals 100% weapon damage as physical to melee attackers.
  • Summon Fire Golem (Unlocked at Lvl 56) - Summons a fire golem. The fire golem deals 100% weapon damage as fire per hit and periodically deals 20% weapon damage as fire to all enemies within 8 yards of the fire golem.
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    B. Revive Monster - Unlocked at Lvl 25 / Life Force Cost: 25 / Cooldown: 20 seconds

    Revives a monster to fight for you. The revived monster inherits it's former life pool but it deals 50% weapon damage. The elemental damage type is determined by the monsters basic attack and special abilities are forgotten. The life force imbued into the monster's corpse stays for 180 seconds before leaving.

  • Necrosis: Skeleton Warrior (Unlocked at Lvl 31) - When the life force leaves the revived monster, four basic skeleton warriors rise from the corpse of the revived monster. These skeletons last until new skeletons rise out of a new revived monster corpse or until killed.
  • Revive Monster Mastery (Unlocked at Lvl 37) - Reduces the resource cost of Revive Monster by 20 life force points and reduces the cooldown by 15 seconds.
  • Necrosis: Skeleton Archer (Unlocked at Lvl 44) - When the life force leaves the revived monster, three basic skeleton archer rise from the corpse of the revived monster. These skeletons last until new skeletons rise out of a new revived monster corpse or until killed.
  • Necrosis: Skeleton Mage (Unlocked at Lvl 50) - When the life force leaves the revived monster, two basic skeleton mage rise from the corpse of the revived monster. These skeletons last until new skeletons rise out of a new revived monster corpse or until killed.
  • Intimidation (Unlocked at Lvl 58) - Each revived monster increases your critical hit damage by 6%.
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    C. Summoning Ritual - Unlocked at Lvl 30 / Life Force Cost: 100 / Cooldown: 150 seconds

    Summons 24 unarmed skeltons that deal 2% weapon damage as physical per hit. No corpse is required to call forth these skeletons and each summon lasts 15 seconds

  • Ritual: Skeleton Warriors (Unlocked at Lvl 31) - Summons 24 skeleton warriors. Each skeleton warrior lasts 15 seconds.
  • Ritual: Skeleton Archers (Unlocked at Lvl 37) - Summons 24 skeleton archers. Each skeleton archer lasts 15 seconds.
  • Ritual: Skeleton Mage (Unlocked at Lvl 44) - [i]Summons 24 skeleton mages. Each skeleton mage lasts 15 seconds.
  • Ritual: Skeleton Army (Unlocked at Lvl 50) - Summons 8 skeleton warriors, 8 skeleton archers, and 8 skeleton mages. Each skeleton lasts 15 seconds.
  • Corpse Vessel (Unlocked at Lvl 60) - Summoning Ritual now requires a corpse, but the summoned skeletons are empowered! Each skeleton deals 9% weapon damage as physical per hit and lasts 30 seconds.
  • Edited by Prime#1988 on 11/16/2012 9:27 PM PST
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    Are you done now?...I gave you an extra....like 10 minutes....I'm sorry for breaking up your stuff earlier.
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    Yes I'm done, thanks for deleting! I got a stupid html code error.
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    11/16/2012 09:40 PMPosted by Prime
    Yes I'm done, thanks for deleting! I got a stupid html code error.


    Lol..sorry again....I know I'd be kinda pissed and ask if they would delete for me too....repost

    HOT !@#$!! I'VE INSPIRED GENIUS....at least I HOPE I inspired a thread similar to this.....was it me? I dont wanna post my thread, since that feels like I'm trying to one up you...

    If you give me permission, I will add my thread with a similar build/design and maybe we can generate some traffic using each others as a bouncing post?

    Otherwise...gimme some time to review your skills for a sound reasoning.

    and upon reading some of your ideas...you have truly taken some great ideas and twisted them in ways that are genius. I of course have a few issues, but this is mostly on a personal preference, and could easily see you defending them with reasonable accommodations.

    Summons of any kind shouldnt have cooldown really. I see that every other class has a cooldown on their summon of any kind though, so I can see why there would be a cooldown, as keeping with D3 system.

    As with my system, some skills/runes seem overpowered/underpowered, but the numbers could simply be changed for those reasons exactly.

    So far....any skill to date that has a base number attached to it and doesnt scale with characters are usually useless, take the healing skill for the Monk...no one really uses it because its got a static number.

    Revive Monster/all Necromancy skills/Corpse Explosion....where are the bodies coming from? In D3, there are so many skills and elemental effects that remove bodies from play, the fact that bodies are no longer static, and bounce/fly around, can be juggled/tossed away, or quickly despawn leave very little chance to use these skills.

    _________
    Edits complete
    Edited by Zalm#1333 on 11/16/2012 10:02 PM PST
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    Posts: 2,856
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    This is unreal detailed and well presented, good job.
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    Some cool ideas in there, thumbs up.
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    All my nitpicking aside....job well done sir. You have made the necromancer fans proud with this fine work of art. Here is to hoping that when they decide to remake the necro, this will be implemented. At least to some degree.
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    Thanks for your feedback Zalm. I was on the edge about giving summons cooldowns - in particular, skeletons. In the end, I felt that giving skeletons a cooldown would emphasize gearing your summoning necro towards keeping your skeletons alive, e.g. stacking armor, resistances, and vitality. I also added some different runes that increased attack speed/critical hit chance for those who would rather play a spell casting necro. As for skills not scaling with character level, I do agree - some skills are rendered relatively useless such as the one you mentioned - however I felt it was working pretty well for current classes so I went with that!
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    Very detailed, good job.

    Would like to your revive monster on MP10, you'd have an army with combined hit points in the hunderd millions.
    Edited by xBert#6960 on 11/17/2012 2:32 AM PST
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    we face necr in 2act, unlikely blizz will use that class in expansion addon.
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    11/17/2012 02:36 AMPosted by Alec
    we face necr in 2act, unlikely blizz will use that class in expansion addon.


    on the contrary....its evidence that they can and very well might actually use the class as an expac char. Not only do the have the sprite and design for him, as well as some of their skills already in use(Jondar uses Poison Nova, Mehtan uses Bone Spirit) as well as the capability for Necromancers to summon skeletons from nothing, no body technically needed(Skeletal summoners do this all the time)

    11/16/2012 10:22 PMPosted by Prime
    Thanks for your feedback Zalm. I was on the edge about giving summons cooldowns - in particular, skeletons. In the end, I felt that giving skeletons a cooldown would emphasize gearing your summoning necro towards keeping your skeletons alive, e.g. stacking armor, resistances, and vitality. I also added some different runes that increased attack speed/critical hit chance for those who would rather play a spell casting necro. As for skills not scaling with character level, I do agree - some skills are rendered relatively useless such as the one you mentioned - however I felt it was working pretty well for current classes so I went with that!


    You still didnt tap on the fact that there arent any bodies for creating skeletons, CE, and revives, like there was in D2. Bodies are a rarity in D3 due to elemental effects removing them from combat, and the graphics making it for a ragdoll in 1g effect.
    Edited by Zalm#1333 on 11/17/2012 6:48 AM PST
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    11/17/2012 06:46 AMPosted by Zalm
    on the contrary....its evidence that they can and very well might actually use the class as an expac char. Not only do the have the sprite and design for him, as well as some of their skills already in use(Jondar uses Poison Nova, Mehtan uses Bone Spirit) as well as the capability for Necromancers to summon skeletons from nothing, no body technically needed(Skeletal summoners do this all the time)


    *crosses fingers*

    11/17/2012 06:46 AMPosted by Zalm
    You still didnt tap on the fact that there arent any bodies for creating skeletons, CE, and revives, like there was in D2. Bodies are a rarity in D3 due to elemental effects removing them from combat, and the graphics making it for a ragdoll in 1g effect.


    Good point... didn't think about that. I do have a spell that creates bodies but in light of bodies being slaughtered to pieces due to the physics engine, I think I'll change that... However, it still makes it feel like a necessary skill. I'm going to consider how I can change that a little.
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    90 Night Elf Warrior
    8195
    Posts: 202
    IMO they should make another STR class, there's already 2 dex and 2 int classes.

    they should make a deathknight-type class that are like melee necromancers
    Reply Quote
    IMO they should make another STR class, there's already 2 dex and 2 int classes.

    they should make a deathknight-type class that are like melee necromancers


    I actually touched on this subject by adding a similar build with a druid, str based to be revamped and placed in the game.

    http://us.battle.net/d3/en/forum/topic/7004695611

    11/17/2012 10:43 AMPosted by Prime
    Good point... didn't think about that. I do have a spell that creates bodies but in light of bodies being slaughtered to pieces due to the physics engine, I think I'll change that... However, it still makes it feel like a necessary skill. I'm going to consider how I can change that a little.


    I cant help it now...I'm gonna post both of my huge assed class threads...sorry. But at least you can take from some of my ideas to maybe mix and match some ideas about getting over the missing bodies ordeal...I know for one, CE was the biggest issue I had with not having any bodies lying around like in D2.

    http://us.battle.net/d3/en/forum/topic/7004012855?
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    It's sad that threads like these get like 10 posts, when threads consisting of "LOL U DUMB BRAH" get 30+ pages of replies

    /diablo3
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    Long live to Necromancer

    Good thing they didn't include him in vanilla D3, they would have screwed him.

    Better to deliver a fine product in the 1st expansion.
    Edited by PureLaine#1705 on 11/17/2012 7:59 PM PST
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    It happens....as many versions as there was, I've never seen front page for Peter's Pet Guids for the WD. Its becuase the WD pet builds arent main stream. Neither is the idea of a necromancer making a return. Everyone want a STR based pally to come back. But no one every thinks over the minor details of class building. Nonetheless...alot of the skills here are easily implemented and seem really fun and interesting. I can only hope that if this thread or any others made of pure genius get popular, they dont get bombarded by stupidity like some of the other top threads.
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